Learning Theory
The theoretical underpinnings
of our approach are grounded in a range of theories and concepts explored
in LDT. In particular, those that emphasize the social aspects of learning
and learning through activity inspire our design. Also, design principles
that make use of relevant features of the three key learning perspectives
– Situative, Cognitive and Behaviorist, will be at the core of
our design process. Ideas about how people respond socially to technology,
the power of technologies to act persuasively, and the social context
surrounding the incorporation of technology into learning also guide
our development.
In The Media Equation (CSLI,
Stanford University, Stanford, CA, 1996) Byron Reeves and Clifford Nass
suggest that people interact with media in a personal and social way.
Providing opportunities for uses to interact with familiar characters
can improve the learning experience for users.
“We think our research
shows that media are perceived as real people and places, and that
human responses to media are determined by the rules that apply to
social relationships and navigating the world. Responses to media
are not primarily governed by rules about how to use appliances more
akin to a hammer or car”
These ideas will guide the
nature and character of the voices we use in our device. Since our interactions
will be primarily oral in form it is necessary to think carefully about
the perception of and reaction to the voices or characters we represent
with the device.
The ideas of Barbara Rogoff emphasize the social context of learning.
In Developing Understanding of the Idea of Communities of Learners she
states.
“The ideas of a community
of learners is based on the premise that learning occurs as people
participate in shared endeavors with others, with a ll playing active
but often asymmetrical roles in socio-cultural activity. This contrasts
with models of learning that are based on one-sided notions of learning
– either that it occurs through transmission of knowledge from
experts or acquisition of knowledge by novices, with the learner or
others (respectively) in a passive role.”
Our project hopes to leverage
these notions through a design that incorporates the social context
and social relationships into the learning activity. We see our audio
device as a facilitator of learning in this context. It will determine
social roles, guides discussion, presents facts, and poses questions
for participants to reflect on as they move through the learning experience.
Gianquinta et al. also discuss
the importance of the social context for learning in Beyond Technology’s
Promise. He suggests three layers of the “social envelope”
that surround the use of educational technology.
• The hands-on layer – the human-computer-interface
• The social interaction layer – the interactions among
people in a certain setting
• The social ecology layer - "overarching expectations about
the purposes, structure, and resources of a given setting."
In framing the relevance
of these layers Gianquinta states:
"Ultimately any vision
of effective educational computing ... will need to pro / vide full
descriptions of (1) the computer activities children would be engaged
in, (2) when and how often children would be so engaged, (3) with
whom and in what surroundings (social, material and physical) these
activities would take place, and (4) what goials(s) these activities
would be aimed at achieving. It will also have to offer an explanation
for why and how these activities and surrounding, so constructed,
would achieve the desired goals." (140-1)
These ideas will guide our
awareness of not only the social interactions our learning experience
prescribes, but also the context in which the learning experience will
take place, and how this context will influence and impact the quality
of the learning experience we design.
In Cognition and Learning
Greeno et al. provide a cogent framework for integrating elements of
the three learning perspectives – Situative, Cognitive, and Behaviorist.
These ideas will play a fundamental role in shaping the principles of
our design.
Behaviorist
(b1) Routines of activity for effective transmission of knowledge. Learning
activities can be organized to optimize acquisition of information and
routine skill.
A critical component of providing
quality AIDS education is the acquisition of basic terminology and information
about AIDS and it’s effects. While the social aspects of our design
emphasize a change in behaviors and attitudes, basic knowledge transmission
will play a fundamental role in developing a conceptual understanding
of HIV/AIDS.
Cognitive
(c1) Interactive environments for construction of understanding. Learning
environments can be organized to foster students’ constructing
understanding o f concepts and principles through problem solving and
reasoning in activities that engages students’ interests and use
of their initial understandings and their general reasoning and problem
solving-abilities.
(c2) Sequences of conceptual
development. Sequences of learning activities can proceed from issues
and problems that are within reach of students’ initial understanding
and reasoning ability to issues and problems that require greater extensions
of their intuitive capabilities, accomplishing conceptual growth by
refining and extending their initial understandings. We plan to create
an environment where students construct broad conceptual understanding
of HIV/AIDS and its personal and social impacts. Current approaches
to AIDS education emphasize conceptual understanding to inform positive
behavior change and to influence attitudes about AIDS. Our primary concern
is the construction of a solid conceptual understanding of HIV/AIDS
and its personal and social consequences. Our goal is to create an experience
that leverages participants existing reasoning abilities and understanding
of health and disease to develop a broader conceptual framework that
will incorporate HIV/AIDS and its impact.
Situative
(s1) Environments of participation in social practices of inquiry and
learning. Learning environments can be organized to foster students’
learning to participate in practices of inquiry and learning and to
support the development of students’ personal identities as capable
and confident learners and knowers. These activities include formulating
and evaluating questions, problems, conjectures, arguments, explanations,
and so forth, as aspects of the social practices of sense-making and
learning, including abilities to use a rich variety of social and material
resources for learning and to contribute to socially organized learning
activities as well as to engage in concentrated individual efforts.
(s3) Development of disciplinary
practices of discourse and representation. Sequences of learning activities
can be organized with attention to students’ progress in a variety
of practices of learning, reasoning, cooperation and communication,
as well as to the subject matter contents that should be covered.
(s4) Practices of formulating
and solving realistic problems. Learning activities can focus on problematic
situations that are meaningful in terms of students’ experience
and in which concepts and methods of subject matter disciplines are
embedded.
At the core of our approach
is to engage participants in social practices of inquiry and learning.
Participation in activities that evaluate situations, pose questions,
and leverage the social practices of sense making are key to the design
of our learning experience. We plan to create sequences of learning
in which participants address realistic problems in the form of situations
that are meaningful and relevant to their daily lives. We believe that
the appropriate use of information/communications technology can facilitate
high impact socially organized learning activities.
Theory in Practice
The diagrahm below outlines
how the theoretical underpinnings described above are expressed in the
interactive component of the H.E.A.L. design.